Techs

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Ploeperpengel

academic precarity
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@Duke
the objecttext I only added not to produce errors. You can still work with yours as long you don't put civics, eras and techs in.
I also need buttons or atlaslines for:


Apprenticeship.dds
Inquisition.dds
AdvancedEngineering.dds
MagicConstruction
 
This was the last version of the techtree that JP posted before he vanished from the face of this earth - I think it´s near perfection and we should use it (not sure if we should do thid before the next release though)



he only posted this pic, no files and its got poor quality and no arrows, but we should be able to get the idea, I think.
 
I think that the tech tree should be about 25% smaller (1 less age) than the normal tech tree, and the costs of each tech should rise silghtly. That way, more wars will happen, and wars are the basic of warhammer.
 
We will consider this. But I'd prefer triggering wars by Leader AI and special settings for Warmongerer Civs. I like long techtrees(variety of units) but I agree that the cost of techs maybe could be increased to make it even slower. For this two we need playtesting. some races will have shorter techtrees though (like orcs which are currently triggered unable to learn writing in my game)
 
As for wars are the basics of WH: yes it´s oh so true and I think it should also be the basics of this mod.

Somebody put out a mod where only the capital is able to build settlers, that way the players are forced to produce more combatunits even during the early stages of the game.

maybe we should think about settlers being only able to be buildable at large cities (sizes 4 or 5) and the capital, that way we could get some more warmongering during the expansion phase - but all this talk belongs to another thread, not this one, maybe we should open after the next release a thread about this.
 
Since I want to work on the techtree I want to bump this to collect some suggestions you may have. Go on brainstorming. What are civunique techs that aren't coverd yet in the current techtree? Are there tech in the current tree that simply don't make sense? What shall be the order of magic techs?
I'm planning to add an early tech called chronocles maybe that gives access to runes or hieroglyph which unlike an alphabet are more important to civs like Slann, Elves and Dwarfs in the early game which could later open the path for Highmagic, Darkmagic as well as Dwarven ingenious techs.
 
I vote change the religeons and have the ancient gods (elven gods or whatever) not require the old ones to be researched. but i think we should remove religeon for the moment, do the tech tree than add them in later.
 
Psychic_Llamas said:
I vote change the religeons and have the ancient gods (elven gods or whatever) not require the old ones to be researched. but i think we should remove religeon for the moment, do the tech tree than add them in later.
First of all why? This way we get some kind of historical order that makes sense for me. Even Vanilla supports something like that and seriously I would hate seeing christianity founded before the jewish religion. Here it seems to be not much different even if it's fantasy.
 
I worked a bit on the techtree. You will notice large gaps but imo it's good to have some space to fill in later as we get to more detailed civdesign. Allthough the 3rd age could use some more fluff or else it will be pretty short.
I didn't rearange any units or buildings yet but I'm planning to do some. Neither did I do much on tech costs.
Have alook at it and tell me what you think should be changed.(Backup of the old file recommended, could be unplayable)
My main goal was to get the magic into the age that has the proper name for that. I think we can still invent some magic techs to improve magic units later in game but all the respective magics will be now available in the age of magic.
 
Some smaller changes I also had in mind:
Stoneworks is meant as prereq for workers in case you wonder
Chronicles is early writing(using runes or hieroglyph no alphabet) meant as prereq for watchstones and standing stones
Mysticism should get something like an Elder Council instead
Scouts should built camps not workers
Bloodbowl deserves to be a tech on it's own imo. The Bloodweiser can still be build with the same prereqs though
Libraries should be moved to Monasticism(aslong with Monasteries of course) or better even Literature
Included some more prereq techs for militaryunits
Witchhunters and other Inquisitors should require at least one city having a hostile religion in the civ.(for Witchhunters Chaos obviously)

Every Religion has it's own tech to found now. Just Old ones and Chaos should be open to anybody imo. Maybe we can tweak Old one religion to automatically dissappear in time except for Slann. Chaos will need the Holy Inquisition to be busted:D

Apart from the Oldones and Inquisition thing I can do the changes on my own.
 
What i mean is havea different tech needed to research elven gods, because i dont like having 2 religeons in my civ if i dont have to as it causes unhappyness, and the AI ALWAYS seems to found old ones AND Elven gods in the same civ. this bugs me alot, so pretty please give elven gods a different required tech:)
 
If you mean that only high elves and wood elves can found the elven gods, thats good, i like that. does that mean that only undead, dark elves, chaos dwaves, beastmen, and ind can found ghaos gods? and only the human races can found human gods? i hope so, that would be very cool, and would mean we could have a few more religeons, as the likelyhood of all races needed for all religeons being present in the game would be quite low.
 
chaos and oldones are still available too all. I would prefer a programming solution to restrict those. Human gods can be founded only by "european" human civs. I not yet sure how we can give araby, ind, cathay and nippon a fitting religion. Dwarven Gods are Dwarf only.
 
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